Difference between revisions of "Why use Gideros?"

From GiderosMobile
(Created page with "Here there should be a list of reason to use Gideros.")
 
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Here there should be a list of reason to use Gideros.
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'''As of 2019, Gideros just out of the box has pretty much everything that can be needed for creating even top tier mobile games:'''
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*GLSL Shaders
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*Physics (LiquidFun)
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*Meshes
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*Particles
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*Texturepacks
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*Tilemaps
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*Blend modes
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*Stencil
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*IAP/Ads
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*JSON
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*Skeletal animations (Spine/Dragonbones)
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*Sockets & real-time multiplayer (PhotonCloud/Noobhub)
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'''Besides that, few more advantages can be mentioned:'''
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===Instant on-device testing===
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===True Multithreading===
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===Built-in Profiler===
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===Built-in Debugger===
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===[[Lua_enhancements|Various Lua enhancements]]===
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For example classic 'getDistance' function performs 5x faster with Gideros' mutation operators then with vanilla Lua code.
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===Unique async calls system===
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Besides regular enterframe callbacks, we can write a program "sequentially", like we would have written for the Commodore 64 or DOS PC, ie assuming our program has complete control of the computer.

Revision as of 05:16, 11 January 2019

As of 2019, Gideros just out of the box has pretty much everything that can be needed for creating even top tier mobile games:

  • GLSL Shaders
  • Physics (LiquidFun)
  • Meshes
  • Particles
  • Texturepacks
  • Tilemaps
  • Blend modes
  • Stencil
  • IAP/Ads
  • JSON
  • Skeletal animations (Spine/Dragonbones)
  • Sockets & real-time multiplayer (PhotonCloud/Noobhub)


Besides that, few more advantages can be mentioned:

Instant on-device testing

True Multithreading

Built-in Profiler

Built-in Debugger

Various Lua enhancements

For example classic 'getDistance' function performs 5x faster with Gideros' mutation operators then with vanilla Lua code.

Unique async calls system

Besides regular enterframe callbacks, we can write a program "sequentially", like we would have written for the Commodore 64 or DOS PC, ie assuming our program has complete control of the computer.